Biofeedback for a gaming device, such as an electronic gaming machine (EGM)

ABSTRACT

Environmental feedback and/or biofeedback is associated with one or more players&#39; emotions in real time. The emotional feedback is provided to a game device being used by the player, such an electronic gaming machine (EGM). The game device uses the biofeedback and/or environmental feedback to appropriately adjust the game play to maximize the game&#39;s entertainment value to the player(s). The player(s) can be identified, and the game device matches the emotional response with certain game elements being presented at that time and associates this matching to the identified player. The matches can be used to make an adjustment to the game device, to the environments, and/or to take some other action. The game device can also store the matches, combined with any collected environmental and/or biometric stimuli, on a game server or player tracking database via the network.

TECHNICAL FIELD

The present disclosure generally relates to gaming devices, and moreparticularly but not exclusively relates to providing player biofeedbackfor a gaming device, such as an electronic gaming machine (EGM).

BACKGROUND INFORMATION

There are numerous types of games that people play for entertainment,educational, or economic purposes. These games can include physicalgames (e.g., board games, mechanized slot machines, etc.),computer-controlled games (e.g., video gaming machines, XBOX consoles,etc.), or a games that include both physical elements andcomputer-controlled elements.

Computer-controlled games generally provide richer experiences to theparticipants. Such experiences can include coordinated multi-mediaexperience, more challenging games, extended, multi-session gaming,virtual experiences that combine reality with fantasy,faster-than-normal experiences, more immersive experiences, and soforth.

Both physical and computer-controlled games generally involve an attemptby the player to achieve one or more goals. These goals for example canbe multi-level and staged goals, in which the player progresses to thenext stage or level as previous levels/stages are completed. These goalsalso can be increasingly more difficult or challenging, can involve theaccumulation of points or credits, and/or can include multiple possiblegoals each with possibly different rewards and associated paths.

The games can also require dexterity or knowledge skills, or acombination of both, in order to achieve a goal. For example, a playermay have to navigate virtual geographies, make decisions on courses ofaction (e.g., amount to wager, path to take, etc.). The decisions madeby the player while playing can result in the selection by the game of adifferent path of execution and the adjustment of goals and/or rewardsaccordingly.

A game can also involve luck as determined ultimately by some type ofrandom number generator in the gaming device, and/or can involve bothskill and luck. A game can also increase in difficulty during the courseof playing based on the skill/luck of the player, with the change inrequired skill level being responsive to continued success by the playerin achieving goals from one game level to another. Such increase in gamedifficulty can be for the purposes of adjusting the game's real orperceived value to the player, “leveling” the playing field(handicapping), achieving parity across multiple players, maintainingcertain reward levels (for example maintaining average hold percentageson a gaming machine per policy or regulation), and so forth.

A game can reward the player's accomplishment of goals in points,credits, prizes (such as cash), or some combination thereof,alternatively or additionally to the enjoyment felt by the player inachieving the goal(s). Rewards may be provided only for completelyachieving a goal, or prorated for partially achieving a goal. A game canprovide multiple goals, each having an associated reward.

Games can involve a single player that plays against the gaming device(such as against a virtual opponent) in order to achieve a goal, as wellas involving multiple players that play against or with each other toachieve a goal. Examples of computer-controlled games that can involvesingle or multiple players include games that operate with a personalterminal or console (e.g., a video slot machine, XBOX, PSP, Nintendo DS,etc), games that are served remotely from a server (e.g., a server-basedvideo slot machine, portal gaming machine, online web game, cabletelevision set top box served by back-end servers, etc.), and/or gamesthat include a mixture of hardware, software, and networking componentsthat can be local or remote to the player.

The above-described and other features of games (e.g., requirements forskill/luck, attempts to achieve goals, rewards for achieving goals, andother aspects of the games and playing thereof) offer players anentertainment experience and/or other value desirable to the players.Players generally select games they wish to play based on their personalpreferences of the value(s) that the game provides to them, whetherentertainment, economic, social, or otherwise. Thus, the choice of whichparticular game to play and to continue playing is a highlyindividualistic choice for each player. What may provide a level ofvalue to one player may not provide the same level of value to anotherplayer.

Game and content manufacturers, developers, providers, and suppliershave spent significant effort in creating games that attempt to maximizethe value of the games for the player, through richer experiences,higher possibility of economic return (e.g., lower hold percentages onwagering machines), adjusting existing or developing new goals to makethe game more mentally or physically challenging, etc. For example, in awagering game environment (such as a casino), game models, mathematicmodels, video and cabinet graphics and skins, secondary/bonus games, andother entertainment components have been developed that players seem toenjoy. These development efforts often attempt to maximize theentertainment value in proportion to the economic value, and thusmaximize the wagering revenues to the casino or other gaming venueoperator.

However, there is limited flexibility that is built into these games toalter their course of play. From the results of the game during thecourse of playing the game, the game device can calculate the player'sskill level and/or luck, and make adjustments to the game accordingly toattempt to maximize the entertainment value for the player. However,determining the entertainment value based on the game play is severelylimiting, for instance since there is the underlying assumption that aplayer wants increased (or decreased) skill requirements and/or luckoutcomes. This assumption does not necessarily hold true with certainplayers and in certain situations. Thus, the gaming device's adjustmentsto the game, which are based on the game play, amount to rather roughguesswork.

BRIEF SUMMARY

An aspect provides a method for a gaming device located in anenvironment, the method including: obtaining biofeedback that representsat least one biometric characteristic of a player of the gaming device;obtaining environmental feedback that represents at least one stimuluspresent in the environment; processing both of the obtained biofeedbackand the environmental feedback to determine an emotional response of theplayer; and using the emotional response determined from both theobtained biofeedback and the environmental feedback to suggest an actionto undertake that is directed towards the player.

Another aspect provides a system for a gaming environment, the systemincluding: an electronic gaming machine (EGM) present in the gamingenvironment; at least one biofeedback subsystem coupled to the EGM, andadapted to obtain biofeedback that represents at least one biometriccharacteristic of a player of EGM; at least one environmental feedbacksubsystem present in the gaming environment, and adapted to obtainenvironmental feedback that represents at least one stimulus present inthe environment; an emotional processing device coupled to thebiofeedback and environmental feedback subsystems, and adapted toprocess both of the obtained biofeedback and the environmental feedbackto determine an emotional response of the player; and a componentcoupled to the emotional processing device and to the EGM, and adaptedto use the emotional response determined from both the obtainedbiofeedback and the environmental feedback to suggest an action toundertake that is directed towards the player.

Still another aspect provides an article of manufacture that includes acomputer-readable medium having computer-readable instructions storedthereon that are executable by a processor to undertake an action in anenvironment having an electronic gaming machine (EGM) based on anemotional response of a player of the EGM, by: obtaining biofeedbackthat represents at least one biometric characteristic of a player of thegaming device; obtaining environmental feedback that represents at leastone stimulus present in the environment; determining the emotionalresponse of the player from both of the obtained biofeedback and theenvironmental feedback; and using the emotional response determined fromboth the obtained biofeedback and the environmental feedback to suggestthe action to undertake that is directed towards the player.

Yet another aspect provides a gaming apparatus that includes: at leastone biofeedback sensor adapted to provide biofeedback information thatrepresents at least one biometric characteristic of a player; at leastone environmental sensor adapted to provide environmental feedbackinformation that represents at least one stimulus present in asurrounding environment; an emotional processing device coupled to saidbiofeedback and environmental sensors, and adapted to process both ofsaid provided biofeedback and said environmental feedback information todetermine an emotional response of said player; and a component coupledto said emotional processing device and to said EGM, and adapted to usesaid emotional response determined from both said obtained biofeedbackand said environmental feedback to change either or both a gameparameter or an environmental parameter.

A further aspect provides a method for a player of a game, the methodincluding: obtaining biofeedback that represents at least one biometriccharacteristic of the player; obtaining environmental feedback thatrepresents at least one stimulus present in an environment where theplayer is playing the game; processing both of the obtained biofeedbackand the environmental feedback to determine an emotional response of theplayer; and using the emotional response determined from both theobtained biofeedback and the environmental feedback to suggest an actionto undertake that is directed towards the player.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

Non-limiting and non-exhaustive embodiments are described with referenceto the following drawings, wherein like reference numerals refer to likeparts throughout the various views unless otherwise specified. The sizesand relative positions of elements in the drawings are not necessarilydrawn to scale. For example, the shapes of various elements and anglesare not drawn to scale, and some of these elements are arbitrarilyenlarged and positioned to improve drawing legibility. Further, theparticular shapes of the elements as drawn, are not intended to conveyany information regarding the actual shape of the particular elements,and have been solely selected for ease of recognition in the drawings.

FIG. 1 is a pictorial representation of one embodiment of a GalvanicSkin Response (GSR) subsystem measuring a player's emotional response toa stimulus.

FIG. 2 is pictorial representation of one embodiment of a HumanExpression Recognition (HER) subsystem measuring a player's emotionalresponse to a stimulus.

FIG. 3 shows one embodiment of a system that detects and processesvarious stimuli that a player is exposed to.

FIG. 4 is a diagram illustrating a plurality of biofeedback andenvironmental feedback devices on an electronic gaming machine (EGM)according to one embodiment.

FIG. 5 is a flowchart showing one embodiment of a method performed by anEmotional Processing Device (EPD) to process biofeedback and/orenvironmental feedback from biometric/environmental monitors.

FIG. 6 is a flowchart showing one embodiment of a method performed by aMaster Game Controller (MGC) that receives an emotional response fromthe EPD.

DETAILED DESCRIPTION

In the following description, numerous specific details are given toprovide a thorough understanding of embodiments. The embodiments can bepracticed without one or more of the specific details, or with othermethods, components, materials, etc. In other instances, well-knownstructures, materials, or operations are not shown or described indetail to avoid obscuring aspects of the embodiments.

Reference throughout this specification to “one embodiment” or “anembodiment” means that a particular feature, structure, orcharacteristic described in connection with the embodiment is includedin at least one embodiment. Thus, the appearances of the phrases “in oneembodiment” or “in an embodiment” in various places throughout thisspecification are not necessarily all referring to the same embodiment.Furthermore, the particular features, structures, or characteristics maybe combined in any suitable manner in one or more embodiments.

The headings provided herein are for convenience only and do notinterpret the scope or meaning of the embodiments.

As an overview, embodiments of system and method integrate biometricalfeedback (hereinafter referred as “biofeedback”) from a player into agame. Other feedback, such as environmental feedback, may be used inconjunction with the biofeedback to make an adjustment to or otherwisechange a parameter of a gaming device being played by the player and/ora characteristic of the surrounding environment. The characteristic orparameter of the gaming device that is adjusted can include for examplean aspect of the game being played with the gaming device and/or afeature of the gaming device itself. The characteristic of theenvironment can be any environmental stimuli that may affect the playeras the player plays the game.

In accordance with one embodiment, a biofeedback subsystem monitors inreal-time at least one biometric characteristic (such as biometriccharacteristics associated with emotions) of one or more players. Thebiofeedback is provided to the gaming device and/or related systemcomponents, and the gaming device uses the biofeedback to appropriatelyadjust the game play or other game device parameter to maximize thegame's entertainment value to the player(s). In one embodiment, thebiofeedback can include a combination of Electrodermal Response (EDR)measurements, facial expression recognition, body expressionrecognition, optical measurements including pupil and iris behavior andeye tracking, speech recognition, and others.

The player can be identified, for example, through a player card, useridentification code, biometric recognition, (e.g., facial recognition,finger print, etc), proximity device (e.g., RFID card, presence sensor,etc), and so forth. One embodiment matches the emotional response of theplayer (as represented by the biofeedback) with certain game elementsthat are being presented at that time, and associates this matching tothe identified player. One embodiment stores this matching information,combined with any collected environmental feedback, on a game server orplayer tracking database (or other suitable storage unit) via a network.

In a casino environment, the biofeedback of one embodiment can also beprovided to an equipment system device of the casino environment that iscommunicatively coupled to player tracking databases, security systems,and other casino systems via a network. The equipment system devicestores the emotional feedback associated with the game or environmentalfeedback in the player tracking database. The emotional response andmatching environmental feedback can be aggregated in the player databasefor a per-player or multi-player summarization.

Previous emotional feedback, matching environmental stimuli, and/orsummarizations may be requested by the game (such as through theequipment system device) from the game server and/or the player trackingdatabase on the network and may be used to appropriately adjust theparameter of the gaming device and/or environment to maximize the game'sentertainment value to the player. The player tracking database can alsobe mined in one embodiment through the use of data mining and businesslogic tools to understand player preferences for particular game and/orenvironmental elements. This information can be aggregated andincorporated into future game design and environmental design (e.g.,music, colors, offers, etc).

The biofeedback subsystem of one embodiment is also able to providecertain physical feedback of the player, including but not limited toalcohol level, aggression, etc. With this physical feedback, oneembodiment then determines if any subsequent response should be taken(e.g., stop selling drinks to the player, deactivate the gaming device,contact security, etc).

Accordingly, one embodiment is able to recognize when a player isemotionally responding to a game, and this recognition can be associatedwith the specific elements of the game being presented. The emotion ofthe player (as indicated by the biofeedback and/or environmentalfeedback) can be incorporated into the game real-time, and adjustmentsto the specific or other elements of the game/environment can be madeduring the course of the game to maximize the entertainment value to theplayer. In some cases, the elements of the game that are stimulating tothe player can be reduced/removed, so as to create anticipation, whichalso provides entertainment to the player.

By being able to receive the biofeedback feedback, one embodimentenables the future of designs of games to accurately develop and modifyspecific elements that are found to be entertaining. In traditional gamedevelopment, this data is collected through focus groups,questionnaires, etc., which is open to significant error throughmiscommunication and misinterpretation. Further, by maintaining orotherwise storing information (such as in the player tracking database)that indicates which elements stimulated a player and in what manner,one embodiment is able to proactively and strategically incorporatethese or similar elements in subsequent gaming sessions on the same ordifferent games, for the same player and/or other players.

By being able to receive the environmental feedback, the effect of otherenvironmental influences (such as alcohol, other people in closeproximity, air temperature and quality, sounds, time of day, time ongaming device, etc.) on a player's emotional response to the game can beascertained. If such environmental influences affect a player'semotional response to certain game elements, one embodiment is able tomake adjustments to the game and/or environment to appropriately addressthe situation.

For example, one embodiment is able to recognize unhealthy,inappropriate, dangerous, undesirable emotions or states of a player,and take or recommend appropriate action proactively. Thus, if a playeris becoming increasingly angry (due to the results of a game and/oroutside influences), the casino operator can direct a security guardinto the play area for further monitoring or investigation. Further, ifa player is detected to be approaching the legal alcohol limit, anappropriate action can be taken to send a supervisor to the player,alert the bar tender or cocktail waitress, and/or adjust the player'sgame experience to be less stimulating (including deactivating thegame).

Various embodiments are directed to stationary and mobile electronicgaming machines (EGMs), personal player gaming consoles (e.g., XBOX,Wii, Play Station, etc), online gaming systems and devices, and thelike. Examples of EGMs include, but are not limited to, slot machines,pachinko machines, video lottery terminals, video poker terminals, bingomachines, lotto machines, video keno terminals, video rouletteterminals, video blackjack terminals, multi-game machines, and so forth.Other non-exhaustive and non-limiting examples of devices that can playgames include personal computers, web surfing devices, personal digitalassistants (PDA), mobile phones, televisions, cable or satellite set topboxes, etc. The gaming device may incorporate either or bothcomputer-controlled and physical elements.

FIG. 1 shows one embodiment of a biofeedback subsystem 100 adapted todetect emotion from at least one biometric characteristic. The subsystem100 of FIG. 1 can provide, for example, biofeedback in the form of skinconductance measurements, and various other embodiments can be directedtowards facial expression recognition, body expression recognition,speech recognition, muscle tension measurement, brain activitymeasurement, alcohol level measurements, body temperature measurements,and so forth. Other non-limiting and non-exhaustive examples ofbiometric data that can be monitored and measured by the biofeedbacksubsystem 100 and/or other biofeedback subsystems described herein fordetermining emotion include blood pressure, heart rate, skin electricalconductivity or resistance, eye activity, pupil or iris characteristics,brain waves, muscle tension, facial and body expressions, speech, etc.

One embodiment of the biofeedback subsystem 100 and/or other biofeedbacksubsystems described herein can be adapted to perform theabove-measurements to obtain the biometric data using Galvanic SkinResponse (GSR) or Electrodermal Response (EDR), Electromyogram (EMG) fordetecting muscle tension, Electroencephalogram (EEG), and/or othertechniques. The biofeedback data can also be derived through temperaturemeasurements or through a camera employing facial expression recognitionand body posture recognition, referred to herein as Human ExpressionRecognition (HER).

Example uses of Galvanic Skin Response (GSR) devices have been in thefields of psychoanalysis and lie detection, and the biofeedback exampleshown in FIG. 1 represents a GSR measurement of an emotional response ofa person (such as a player 102) to a stimulus. In one embodiment, theplayer 102 being measured has his hand 104 in conductive contact withtwo electrodes 106 and 108. The two electrodes 106 and 108 are coupledby wires to a GSR amplifier of a GSR sensor device 110, thus forming anelectrical circuit.

Human skin is a good conductor of electricity, with dry skin having aresistance of about 1 million ohms. Moist skin lowers the resistance,and this skin property is correlated to the fact that as the player 102is emotionally aroused in response to a stimulus 112, the player 102will tend to sweat, even if just a little. The GSR device 110 applies aconstant, but human-imperceptible, voltage to the skin through theelectrodes 106 and 108. Per Ohm's law, resistance (R) equals the voltage(V) divided by the current (I). Conductance (G) is the inverse ofresistance (i.e., R=V/I and G=1/R=I/V).

The GSR device 110 measures the current (I) passing through the player'sskin, and is thus able to calculate conductance. Using the change inconductance over time, the GSR circuitry 110 is able to measureemotional arousal. A device 113 displaying the measurements andcalculations is coupled to the GSR device 110.

In one embodiment, two conductance measurements may be employed by theGSR device 110. The first is a measurement of tonic conductance, whichis sometimes referred to as Skin Conductance Level (SCL). SCL is theaverage conductance level absent any stimuli and is used as a baselinefor a particular individual. The second is a measurement of phasic skinconductance, which is sometimes referred to as Skin Conductance Response(SCR). SCR is the conductance changes that occur when exposed tostimuli. Components of a SCR measurement are amplitude, latency, risetime, and half-recovery time. Amplitude is the change in conductance ata given point in time, while the other components are time values. Thedevice 113 is adapted to display a GSR response 114 defined as a periodof positive amplitude in response to a stimulus. Latency is the timebetween the stimulus 116 and the beginning 118 of the increasingamplitude. Rise time is the time from the beginning 118 of the responseto the peak 120 of the response defined as the maximum amplitudeachieved during the response 114. Half-recovery time is the time betweenthe response peak 120 and a return to half 122 of the amplitude.

In one embodiment, the GSR device 110 and/or related components uselatency between a response and various stimuli to determine, assign,estimate, or confirm which stimulus the player 102 is responding to. Inanother embodiment, the GSR device 110 calculates the impact and levelof arousal to the stimulus 112 from the rise time and amplitude of theresponse 114. In one non-limiting example, a shorter rise time andlarger amplitude indicates a significant emotional response to a certainstimulus 112.

Examples of the stimulus 112 include a visual stimulus, an olfactory(smell) stimulus, an auditory (sound) stimulus, a tactile (touch)stimulus, a gustatory (taste) stimulus, and/or a combination of one ormore of these stimuli. The stimulus 112 can originate from a gamingdevice and/or from an environment proximate to the gaming device and theplayer 102. The GSR response 114 of FIG. 1 is only one type ofElectrodermal Response (EDR) and other techniques for measuring EDR inresponse to the stimulus 112 can be performed by the biofeedbacksubsystem 100 of FIG. 1.

FIG. 2 is a diagram of a Human Expression Recognition (HER) subsystem200 (which can be considered as a type of biofeedback subsystem in oneembodiment) adapted to measure or otherwise determine an emotionalresponse of the player 102 to the stimulus 112. In one embodiment, theHER subsystem 200 includes at least one camera 202 that records aresponse of the player 102 to the stimulus 112. The camera 202 capturesa series of partial or full body images 204 of the player 102, and sendsthe images 204 to an HER engine 206. In one embodiment, the HER engine206 receives and assembles images 204 from a plurality of cameras 202.

The HER engine 206 of one embodiment is a software program or othercomputer-readable instructions that are stored on a computer-readablemedium (such as a memory or other hardware storage unit) and executableby one or more processors. The HER engine 206 compares the images 204against a plurality stored libraries containing various body expressionclasses (e.g., libraries for body posture expressions 208, facialexpressions 210, appendage expressions such as arm expressions 212, andhand expression 214). These various expressions types/classes may becombined in a single library, and in one embodiment, the expressions candescribed using custom expression semantics, for example in a markuplanguage such as extendible markup language (XML), that identify anddescribe body elements and expressions for the represented class.Another embodiment describes expressions using stored images and usingpattern matching to identify the closest match for the particularexpression class.

From the images 204, the HER engine 206 determines the posture of theplayer 102 by finding the closest match described in the posture library208. For example, the player 102 can be determined by the HER engine 206to be slumping forward (from a description 216) or leaning backwards(from a description 218).

Also from the images 204, the HER engine 206 can obtain a plurality offacial elements, such as mouth shape and eyebrow position, and can thenmatch these elements against a plurality of descriptions in the facialexpression library 210. For example, the HER engine 206 compares theplayer's mouth in the images 204 to a smiling description 220, frowningdescription 222, or neutral description 224. The HER engine 206 can thencompares the eye brows in the images 204 to an up slant description 226or down slant 228. The HER engine 206 can then combine the resultingmatches to determine the player's facial expression.

In one embodiment, the HER engine 206 can obtain the player's armposition(s) from the images 204, and can find the closest matchdescribed in the arm expression library 212. For example, the images 204may show that player 102 has his arms in certain positions, and the HERengine 206 can find a match with certain descriptions in the armexpression library: arms raised (description 230), at his side(description 232), or a single arm raised (description 234).

Further in one embodiment, the HER engine 206 can obtain the player'shand expression from the images 204, and can find the closest matchdescribed in the hand expression library 214. For example, the playermay have his hand open (description 236) or closed (description 238).

In one embodiment, the HER engine 206 and/or another engine describesthe player's speech expressions, and can use a speech expression libraryto determine emotional response of the player. A sound recorder, such asa microphone (which may be integrated in the camera 202), receives soundfrom the player 102, and sends the sound data to the HER engine 206. TheHER engine 206 filters out background noise, and thus retains onlysounds emitted from the player 102. In one embodiment, the HER engine206 can employ voice recognition technologies for identifying whichparticular sounds are emitted from the identified player 102 (ormultiple persons/players). The microphone may be adjusted or placed insuch a way to detect only the sounds emitted from the identified player.A non-limiting example is a headset microphone worn by the player 102.

The HER engine 206 of one embodiment can use speech recognition toidentify spoken words from the sounds made by the player 102. The wordsare compared by the HER engine 206 against descriptions in the speechexpression library so as to determine the emotional response of theplayer. This capability allows for the word expression library to becustomized based on cultural and/or regional differences in language,dialects, accents, colloquialisms, expressions, etc.

The HER engine 206 of one embodiment can receive non-word sounds emittedby the player 102, and compares these sounds against a sound expressionlibrary. Examples of non-word sounds include grunts, groans, moans,screams, silence, deep breaths, signs, etc., all of which can be used bythe HER engine 206 to help determine the emotional response of theplayer 102.

In an alternative embodiment, a separate sound processor filters forsounds from the player(s) and only sends this sound data to the HER(AF30). In still another non-limiting embodiment, the separate soundprocessor also performs the speech recognition and sends the wordsand/or non-words to the HER.

The HER engine 206 is adapted to combine the results of a plurality ofexpression classes to determine the emotional expression of the playerin response to an identified stimulus, for example, to determine if theplayer is happily surprised, disappointed, angry, despondent, excited,celebrating, in deep thought, aroused, etc. As an example, raised arms(description 230) with fists (description 238) and a broad smile(description 220), followed by a quick “We're number one” handexpression (description 240) can be combined to determine that there isan expression of celebration from the player 102. In another example, aslumping posture (description 216) with open hands (description 236),combined with a frown (description 222) and up slanted eye brows(description 226) can be combined to determine that there is anexpression of disappointment from the player 102. Rearranging some ofthese same expressions can be performed to arrive at a completelydifferent emotional response. For example, raised arms (description 230)with open hands (description 236) and a frown (description 222) canstill indicate disappointment, but in such a way to indicate that theplayer 102 is still enjoying the gaming experience.

In one embodiment, any on or more of the expression libraries 208-214etc. can be adjusted to reflect the local culture. For example, the handexpression library 214 may classify the cultural expression ofdisplaying the lone middle finger (description 242), which is commonlyreferred to as “the bird” as expressing (in an obscene manner) anger ordisgust. Detection of such an emotional expression by the HER engine 206can enable the casino operator to consider notifying a security guard orcasino manager, so as to investigate a situation that may be potentiallyviolent or bothersome for other players. Another example of adjustingthe libraries 208-214 etc. can include classifying the displaying lonemiddle finger as a non-obscene celebratory “We're number one!”

A plurality of cultures may be incorporated into a single library. Aplurality of libraries may available to the HER subsystem 200. A singlelibrary or plurality of libraries also may be maintained for anindividual player/person or arbitrary grouping of individualplayers/persons.

The libraries 218-214 etc. may be stored and maintained on the localdevice (such as a gaming device being used by the player 102).Alternatively or additionally, the libraries 208-214 etc. may be storedand maintained at a remote server.

In one embodiment, any one of the libraries 208-214 etc. can be fairlystatic and maintained by expression developers and updated occasionally.However, updates derived from previous calculations and emotiondeterminations can be performed. Moreover, any of the contents of thelibraries 208-214 etc. can be adapted over time to reflect changingconditions or for other purposes. Further as an example, an emotion canbe determined by comparing that player's resulting action againstsimilar historical actions (by this player or others) after expressing agiven emotion. The HER engine 206 then calculates an error rate anddetermines if the plurality of expression results indeed represent adifferent emotion than that originally calculated/determined. The HERengine 206 can thus perform error correction and “learns” the player'sexpression.

One embodiment of the HER engine 206 can process multiplepersons/players simultaneously. These players can be playing the samegame or different games, playing at the same gaming device or differentdevices, co-located in the same general area or geographicallydispersed, and so forth.

In a given environment, the person 102 is exposed to a plethora ofenvironmental stimuli as well as game stimuli. FIG. 3 is a diagram ofexample stimuli in a gaming environment, such as a casino or othergaming venue, and how each stimulus is monitored by a system 300 of oneembodiment.

In this example, the player 102 is sitting at a gaming cabinet of an EGM302 and playing a game. In one embodiment, the EGM 302 includes a MasterGaming Controller (MGC) 305, the Human Expression Recognition (HER)subsystem 200, an associated equipment device 306 (like the iVIEWproduct from Bally Technologies), one or more consoles or displays308-312, one or more speakers 314, etc. that are coupled together. Forthe sake of simplicity, FIG. 3 shows the single HER subsystem 200. Theremay be a plurality of HER subsystems, biofeedback subsystems 100, and/orother biofeedback subsystems present in or otherwise associated with theEGM 302.

The MGC 304 may display the game content on the two displays 308 and312, while the device 306 displays system content on the small systemdisplay 310. The device 306 may share one or more of the displays 308and 312 with the MGC 304 instead of or in addition to the small systemdisplay 310. The MCG 304 and device 306 render sound through the speaker314.

Various environmental (such as auditory) stimuli are present in theenvironment of the system 300. Non-limiting and non-exhaustive examplesinclude music from an overhead speaker 316, celebration from players orother audible output from persons at nearby games, general nearby gamedevice sounds, or other general environmental noise 318 generated frompeople talking, air conditioning or heater units, air filtration system,other gaming machine sounds, alarms, etc. These sound stimuli aredetected by one or more sound detection and recording devices 320 (suchas a microphone) placed around the environment, including but notlimited to, inside the EGM 302 itself. The recording device 320 iscoupled to and sends the stimuli data over a network 322 to anEnvironment Stimulus Processor (ESP) 324. The ESP 324 may also beprovided with current song selection information, by the device 320and/or other source, as the sound stimulus data.

The network 322 can include a wireless and/or wired network, such as anEthernet connection, serial connection, a USB connection, a local areanetwork, virtual private network (VPN), cellular network, ultra-wideband (UWB) network, WiFi, wireless LAN, Bluetooth, 802.11, RFID, and soforth.

Other people 326 and 328 in close proximity provide environmentalstimuli (such as noise and/or their physical presence) to the player102. Alternatively or additionally to the microphone 320, thisenvironmental stimuli may be detected by the use of proximity devices,such as RFID devices carried by the persons 326-328. The proximitydevice of person 326 and 328 emits a signal that is received by one ormore antennas 330, placed around the environment, including for example,inside the gaming cabinet of the EGM 302 itself. The antenna 330 iscoupled to the ESP 324 to enable the ESP 324 to process the proximitystimulus data to the ESP 324 for processing.

The ESP 324 may be located on a server remote from the EGM 302 or may belocated in the gaming cabinet of the EGM 302. Examples of the ESP 324include, but are not limited to, at least one microprocessor,controller, microcontroller, digital signal processor (DSP), and/orother processor. If present in the EGM 302, the ESP 324 can be coupledto or otherwise associated with the MGC 304, the device 306, and/orother components of the EGM 302.

In one embodiment, the ESP 324, the MGC 304, and/or other processorsdescribed herein can be coupled to one or more storage units 332 thatare adapted to have encoded thereon or otherwise stored thereon softwareor other computer-readable instructions that are executable by the ESP324, the MGC 304, and/or other processors to perform processing ofbiofeedback and environmental feedback and to adjust a parameter of theEGM 302 (and/or other system component) or trigger some other action toundertake, in response to the processed feedback. The storage unit(s)332 can be embodied by a random access memory (RAM), a read only memory(ROM), or other hardware-based computer-readable storage medium. In oneembodiment, elements of the HER subsystem 200, the biofeedbacksubsystem, and/or other components elements described herein can beembodied as the computer-readable instructions or other information/datastored in the storage unit(s) 332. The storage of such elements in thestorage unit 332 and coupling of the storage unit(s) 332 to theprocessor(s) is represented in FIG. 3 by broken lines.

In one embodiment, environmental stimuli can be processed by the ESP 324globally, per EGM 302, or per arbitrary groups of EGMs 302, such asthose co-located in a similar area. The ESP 324 communicates thesestimuli events to the game server 334 and/or player tracking system 336that are coupled to the ESP 324. The game server 334 and/or playertracking system 336 associates player emotional responses/game elementstimuli matches with simultaneous environmental stimuli, such as forstorage.

The ESP 324 may send the environmental stimuli to the EGM 302 directly(such as if the ESP 324 is located within the gaming cabinet). The MGC304 and/or other element of the EGM 302 may associate the emotionalresponse from the emotion monitoring device (e.g., the galvanic skinresponse provided from the biofeedback subsystem 100, the HER subsystem200, etc.) with the player 102 and game elements of the EGM 302. Ifthere are multiple ESPs 324, some environmental stimuli may be sent to aremote ESP at the game server 334 and other stimuli may sent to a localESP 324 in the gaming cabinet of the EGM 302. In one embodiment, somecombination of processes are performed for associating environmentalstimuli, game element stimuli, and other stimuli that affect emotionalresponse with a player ID at the device 306, MGC 304, game server 334,and/or player tracking system 336.

The player 102 is also influenced by the game itself on the EGM 302, ascommunicated through the displays 308 and 312 and speakers 314. The MGC304 is aware of the various game elements being displayed or playedthrough the speakers.

In one embodiment, the MCG 304, device 306, remote game server 334,and/or player tracking system 336 does not capture or record stimuliuntil triggered by the HER subsystem 200 and/or the biofeedbacksubsystem 200. This feature enables system performance from beingadversely affected by high volume of stimuli that need to be processed.Delaying processing until the HER subsystem 200 and/or biofeedbacksubsystem 100 recognizes a key emotion limits the performance andstorage requirements associated with monitoring, tracking, processing,and storing feedback information. In one embodiment, all or part of thedetected stimuli may be stored for later association to player emotionsby matching the two (stimulus and emotional response) based on eventtime, such that changes to the environment and/or EGM 302 can be basedon historical trends rather than instantaneous emotional reactions tostimuli.

One embodiment of the ESP 324, the HER subsystem 200, the biofeedbacksubsystem 100, the MGC 304, and/or other elements of the system 300 mayclassify stimuli. Non-limiting and non-exhaustive examples of stimuliclassifications include game stimuli, sound stimuli, person stimuli,etc. Stimuli classes can also be sub-classified. Two examples of soundsub-classes include music stimuli and noise stimuli. Stimuli classes(and sub-classes) also can have customized attributes. Non-limiting andnon-exhaustive examples of types of game stimuli class attributesinclude certain symbols, graphics, actions (e.g., killing, flying,running, etc.), colors, speed of animations and transitions, style(e.g., flashy versus subdued), subject matter (e.g., animals, people,game show, etc). Non-limiting and non-exhaustive examples of musicstimuli class attributes include genre, tempo, beat, performer, etc.Non-limiting and non-exhaustive examples of noise stimuli includevolume, duration, specific source (or general noise), and the like.Non-limiting and non-exhaustive examples of person stimuli are employeeposition (or patron), loyalty club tier (if a patron), known versusunknown player, physical attributes (e.g., gender, hair color, size,race, etc.), and so forth.

The player tracking system 336 and/or game server 334 may store the typeof stimulus detection source (e.g., microphone, game, camera), thestimulus type (such as via an assigned identification number), theemotional response type (such as via an assigned identification number),the magnitude of the stimulus (if applicable), identification of theplayer (such as via an assigned identification number), or otherinformation as one or more records in at least one database 340 or othersuitable data structure. The database(s) 340 may be stored in thestorage unit(s) 332.

As explained previously, other factors may be taken into account whenanalyzing the emotional response of the person 102. Examples includetime of day, time spent on the EGM 302, caloric intake/burn,environmental and biological temperature, alcohol consumption, and soforth. The time of day can be determined, for example by the ESP 324,through the time provided to and synchronized on the game server 334 bya time server or clock. The time on the EGM 302 can be determined by aslot accounting system communicatively coupled to the ESP 324 and/orother elements of the system 300 of FIG. 3.

As an example of a biofeedback or other type of feedback, alcoholconsumption can be used as a factor that can be taken into account whenanalyzing emotional response of the player 102. In one embodiment, analcohol detection device (ADD) 338 may be embedded in one or morebuttons on the gaming cabinet of the EGM 302. In another embodiment, theADD 338 may be incorporated into one or more of the displays 308-312 orother component of the EGM 302 in such a way as to determine the alcohollevel/consumption of the player 102. As the player touches the ADD 338,his alcohol level is measured, and the ADD 338 sends the data to thedevice 306, the MGC 304, the biofeedback subsystem 100, the ESP 324, orother component for inclusion along with other biofeedback and/orenvironmental feedback input.

In one embodiment, the ADD 338 can use near-infrared absorptionspectroscopy techniques, such described in “New Booze Busting Device:Engineers Measure Blood Alcohol Content with Spectroscopy,” ScienceDaily, Nov. 1, 2007, to determine blood alcohol level. With thistechnique, low power light (such as light in the near-infrared spectrum)is introduced into the skin of the person 102 (e.g., skin of the hand,finger, arm, or other body part of the person proximate to the ADD 338).The light that returns to the skin surface is collected by a detector ofthe ADD 338. Since the light reflected by each type of molecule (e.g.,water, alcohol, etc.) is unique, the spectrum of alcohol can bediscriminated from other molecules that are present in the body.

Alternatively or additionally, alcohol consumption may estimated by datafrom a bar management system 342. For example, the bar management system342 may keep an accounting of the number of drinks that have beenordered by the player 102.

The embodiment of the system 300 may include other components 344, whichare not described in further detail herein, for the sake of brevity.Examples of the components 344 can include, but not be limited to,communication devices, other biofeedback and/or environmental feedbacksubsystems, power supplies, a security system, other servers orprocessors or storage units, a command and control center (such asgame-to-system or G2S components), and so forth.

FIG. 4 shows in further detail various example embodiments of multiplebiofeedback methods that can be employed by the EGM 302. The EGM 302 ofone embodiment uses Galvanic Skin Response (GSR) and Human ExpressionRecognition (HER) methods such as those described above for monitoringthe emotion of the player 102. In one embodiment, the GSR device 110 andHER engine 206 are coupled to an emotion processing device (EPD) 400. Inanother embodiment, the GSR device 110 and/or the HER engine 206 (andtheir related components) may be combined in the same EPD 400. The EPD400 is coupled to the MGC 304 and/or the associated equipment systemdevice 306.

Alternatively or additionally to being located on the ceiling (forexample), one embodiment of the camera 202 may be housed in the EGM 302and is coupled to the EPD 400. The camera(s)' field of view includes theplayer's entire body and/or portion thereof (e.g., face and/or upperbody). In another embodiment, the EGM 302 includes multiple cameras 202.The HER engine 206 processes the player's facial and body expressions asdescribed above with respect to FIG. 2, and provides this information tothe EPD 400.

In one embodiment, the camera 202 or other imaging device at or near theEGM 302 may be adapted to capture pupil and iris behavior of the player102 and perform eye tracking. For example, the camera 202 can capturepupil/iris behavior and movement of the player's eyes, such as forexample if an item or other stimulus catches the player's attention orinterest, surprised him, etc. Items that may catch the player'sattention can include, for instance, visual output from the game (orother environmental stimulus from the EGM 302), nearby persons, or otheritems in the environment that can be seen by the player 302. Oneembodiment is able to determine the particular stimulus that caused theplayer's pupil/iris behavior and eye movement, and use this informationto determine a course of action to undertake.

For example, the player 102 may be attracted to red-headed women, andthe camera 202 can capture his pupil/iris behavior and eye movementdirected towards red-headed women (whether live persons in his vicinity,graphically represented in the displays of the EGM 302, etc.). The EPD400 and/or other component(s) described herein can process thispupil/iris behavior and eye movement provided by the camera 202 toidentify the particular stimulus that caused the pupil/iris behavior andeye movement, using techniques such as triangulation or other suitabletechnique that can correlate the position of the player's eyes with thestimulus source. Once the stimulus source is identified, the MGC 304and/or other component can suggest an appropriate action to undertake,such as sending a red-headed waitress to provide additional drinks tothe player 102, thereby enhancing his enjoyment of the gamingexperience.

The camera 202, if separate from the EGM 302 (such as being located onthe ceiling), may send the data (captured images) to the ESP 324, viathe network 322, for processing. The ESP 324 may send the facial andbody descriptions to the EGM 302 (via the game server 336) to enable thelocal HER subsystem 200 of the EGM 302 to determine and process theimages and/or descriptions. This embodiment enables the ESP 324 to sendraw data, semi-processed, or fully processed human expressiondescriptions to the HER engine 206 in the EGM 302.

In another embodiment, a separate HER engine and related components maybe included in or otherwise used by the ESP 324 to determine and processthe emotional response. Such a HER engine may receive and process theinput from the camera 202 on the ceiling, and send data directly to thedevice 306 and/or the MGC 304.

There may be one camera 202 for each EGM 302, one camera may monitor thespace around multiple EGMs 302, more than one camera 202 may monitor thesame EGM 302, etc. The camera assignment(s) can be changed on the fly bymoving the camera 202, either physically or via remote control. Some ofthese cameras 202 may also be are shared with the security andsurveillance system.

Alternatively or additionally to being located remotely from the EGM 302(for example, located on the ceiling), the microphone 320 of oneembodiment may be housed in the EGM 302 to record nearby sounds (such assounds emitted by the player 102), and these sounds are provided to theEPD 400, via the HER engine 206 for example. Through techniques such asvoice recognition and speech recognition, the HER engine 206 processesthe words and other sounds made by the player 102, and provides thisinput to the EPD 400.

In one embodiment, the EGM 302 employs a plurality of GSR electrodesembedded in buttons 402 that the player 102 touches with his hand 104.The electrodes are coupled to the GSR device 110, which measures theconductance levels in the player's skin as previously described withrespect to FIG. 1 above. Non-limiting and non-exhaustive examples of thebuttons 402 include Max Bet, Service, Hold, Draw, and Spin. The GSRelectrodes and/or other sensor components may also be embedded in one ormore touch displays of the EGM 302, in a slot handle used to initiatethe spinning of the reels, on a chair of the player 102, and so forth.The biofeedback subsystem 100 may be provided with a plurality of touchpoint electrodes coupled in single circuit to a single GSR 110. Thisembodiment allows for multiple biometric measurements (such as skinconductance, pulse, temperature, etc.) on the EGM 302, which may then beprovided to the EPD 400.

The EPD 400 receives input from the biometric monitors (e.g., HER, GSR,etc. sensors) and calculates the player's emotional state. The EPD 400may take into account individual characteristics in evaluating emotionalresponses. Non-limiting and non-exhaustive examples include cultural,regional, racial, gender, personal, etc. differences. Thesepersonalizations may be stored per player or group of players on theremote game server 334 and/or the player tracking system 336. Thepersonal characteristics may be stored and used to select frompre-stored personalizations or modified on the fly.

The EPD 400 of one embodiment sends this information to the device 306and/or the MGC 304. Either of these devices are adapted to match thisemotional state with applicable stimuli, either from the game element,as tracked by the MGC 304, or from any environmental stimuli collectedby the camera(s) 202 and microphone(s) 320.

These matches are sent to the remote game server 334 and/or playertracking system 336 by the MGC 304 and/or the device 306. The gameserver 334 and/or player tracking system 336 receives additionalenvironmental stimuli from the ESP 324. These environmental stimuli areassociated with the player emotional response/stimuli matches from theEGM 302, and stored in the game server 334 and/or player tracking system336.

In one embodiment, the storing of stimulus information, emotionalresponses and their matches with stimuli, and other information isperformed for a variety of purposes that are explained herein. One ofthese purposes can include, for example, generation of historicalinformation or profile regarding the player 102. By generating thehistorical information, changes to the EGM 302 and/or environment canfor instance be based on historical trends or stabilized data thatindicate consistency of the emotional response during the historicaltrend, rather than being based on instantaneous (and perhaps unreliable)data points.

The embodiments of FIGS. 3-4 have been in the context of the EGM 302 ina gaming environment (such as a casino), with the various examplebiofeedback subsystem 100, the HER subsystem 200, the ESP 324, the EPD400, the various sensor devices (e.g., cameras, microphones, electrodes,ADD 338, etc.), and other components being included in or coupled to theEGM 302. Other embodiments can employ the same or similar components inother types of gaming devices and environments.

For example, these various components can be implemented in conjunctionwith physical games (e.g., manual slot machines, board games, etc.),alternatively or additionally to gaming devices that includecomputer-controlled elements. As still a further example, these variouscomponents can be implemented in a game console, such as those thatoperate in conjunction with a set top box, personal computer, networkconnection, television, or other associated devices. For instance, thevarious biometric and/or environmental sensors can be integrated in ajoy stick or user interface of the game console and/or located in aremote device or other location in the environment where the gameconsole and player are present. In another example, the player 102 maybe sitting at a non-EGM table or cabinet (such as a traditional blackjack or poker table) that may or may not include a MGC 304, displays308-312, alcohol detection devices 338, speakers 314, or local camera202, microphone 320, etc. directly coupled or built into the cabinetry.Rather, the biofeedback and/or environmental feedback may be capturedthrough devices in the vicinity such as the overhead camera 202 andmicrophone 320 of FIG. 3 and/or other monitoring devices. In such cases,the biofeedback subsystem 100, the HER subsystem 200, the ESP 324, theEPD 400, and various other components shown and described with respectto FIGS. 3-4 can be located in the cabinetry or game console itselfand/or remotely therefrom (such as at the set top box, remote server,etc.).

FIG. 5 is a flowchart describing one embodiment of a method 500performed by the EPD 400 as it processes biofeedback and/orenvironmental feedback from a plurality of biometric/environmentalmonitors (e.g., GSR or HER devices, microphones, ADD 338, etc). Variousoperations depicted in the flowchart of FIG. 5 and elsewhere herein neednot necessarily be performed in the exact order shown. Moreover, certainoperations can be added, removed, modified, and/or combined. In oneembodiment, the various operations depicted in the flowchart of FIG. 5and elsewhere herein can be embodied in software or othercomputer-readable instructions stored on one or more computer-readablestorage media and executable by one or more processors, such aspreviously described above.

In one embodiment, the EPD 400 has multiple concurrent processesrunning. One or more of these processes are responsible for queuingbiofeedback and/or environmental from monitors. The process wakes up ata block 502 when it receives biofeedback and/or environmental feedbackdata from at least one monitoring device (e.g., biometric sensors suchas GSR or HER or EMG or other, environmental sensors, etc.) at a block504. The process simply saves the feedback locally at a block 506 forlater processing, and goes back to sleep at a block 508. In oneembodiment, the process stores the data to a queue in RAM or othermemory, and separate queues may be maintained for each source of thebiometric/environmental feedback.

Meanwhile, EPD 400 has one or more concurrent processes (an EPDevaluation process) that awakens at a block 510 to evaluate thecollective biofeedback received. The process reads the newly receivedfeedback that had been locally stored at the block 506 by the otherprocess, and adds to the recent feedback set at a block 512. In oneembodiment, the process may look into the queue in RAM without removingthe feedback from the queue, or the recent biofeedback set may bede-queued and stored separately in RAM.

In one embodiment, the threshold of what is considered recent isconfigurable based on the type of biofeedback monitors. In anon-limiting example, a registered spike in heartbeat may be consideredstale in a matter of seconds, but a facial expression may not be staleuntil replaced with a different expression. In one embodiment, thebiofeedback or environmental feedback data that is posted to the queueincludes an expiration period to provide guidance to the EPD 400 whenthe biofeedback or environmental feedback should be considered stale andpossibly irrelevant.

The EPD evaluation process discards any stale feedback at a block 514.In one embodiment, this discarding may be accomplished by removing thefeedback from the queue in RAM, by releasing or erasing the RAM locationwhere the feedback is being stored, or through other techniques.

The EPD evaluation process runs the set of recent feedback through anEPD feedback evaluation rule engine at a block 516. In one embodiment,the evaluation process may combine the described expressions fromseveral biofeedback or environmental monitors to determine if an emotionhas been recognized and which one at a block 518. In a non-limitingexample, the GSR device 110 interprets a quick spike in stress level andforwards this information to the EPD 400, and around the same time, theHER engine 206 recognizes that the player 102 is no longer grinning andis instead frowning. The EPD feedback evaluation rule engine can thusdetermine that the player 102 was just surprised with a negativeexperience.

In another non-limiting example, the GSR device 110 registers a generalincrease in stress level. The HER engine 206 recognizes that the player102 is sitting on the edge of his seat, and is leaning towards the game,with a stern and focused facial expression. The speech recognitionengine may detect the player 102 saying “Come on, come on. Daddy needs anew pair of shoes.” The EPD feedback evaluation rule engine thus decidesthat the player is greatly anticipating a possible rewarding experience.

In another non-limiting example, the GSR device 110 registers a quickreduction of stress. The HER engine 206 recognizes that the player 102is tapping his fingers and bobbing his head at a similar rate. It alsosees that the player is mouthing words, although the speech engine isnot detecting any words, but does detect periodic hums. The EPD feedbackevaluation rule engine decides that the player 102 is listening andenjoying a particular song.

If the EPD feedback evaluation rule engine recognizes an emotion at theblock 518, then the EPD evaluation process sends the emotional response(an indication thereof) to the MGC 304 and/or the associated device 306at a block 520 and/or to the same server 334, so as to make anadjustment to a game or environmental element or to take some otheraction. The EPD evaluation process can go back to sleep at a block 522.

FIG. 6 is a flowchart describing one embodiment of a method 600performed by the MGC 304 that receives an emotional response (indicationthereof) from the EPD 400 and/or the device 302. In one embodiment, theMGC 600 has multiple concurrent processes running. One or more of theseprocesses is responsible for receiving stimuli from stimuli sources. Theprocess wakes up at a block 602 when it receives stimulus data from astimuli source at a block 604. The process saves the stimulus locally ata block 606, and goes back to sleep at a block 608.

In one embodiment, the MGC local store (at the block 606) includes asorted list stored in RAM or other memory. The MGC 304 maintains asingle sorted list for all stimuli sources and/or can maintain aseparate list for each stimuli source.

Non-limiting and non-exhaustive examples of stimuli sources are the gamegraphics manager (responsible for presenting certain elements to theplayer), game sound manager (responsible for presenting certain soundelements to the player), game control logic manager (responsible forcontrolling flow of story line, plot, and other path of game logicexecution), and other components for controlling the player gameexperience.

Environmental stimuli sources provide stimuli data to the MCG 304.Non-limiting and non-exhaustive examples of environmental stimulisources include a sound recorder recording sound in the general vicinityof the game, light detectors connected directly to the EGM or near theEGM recording lighting characteristics, proximity sensors monitoringobjects, including other players and casino employees, passing nearby,the various cameras and microphones and proximity sensors shown in FIGS.3-4, etc. Furthermore, the ESP 324 can receive and manage stimuli fromstimuli sources located around the environment. The ESP 324 records andmanages these stimuli, as previously explained above.

In one embodiment, the ADD 338 provides the MGC 304 with the alcohollevel of the player 102.

A digital signage system may also inform the MGC 304 of thecharacteristics of visual messages, graphics, ads, etc. being displayedin the general vicinity, for the environmental stimuli provided at theblock 604.

The stimulus source may post the stimulus to a queue with a suggestedperiod of relevancy. For example, a high-action game scene may have arelevancy period of a couple of seconds (possibly the length of thescene), while a song playing on the player's personal listing device mayhave a relevancy of a few minutes (possibly the length of the song). Inone embodiment, a game stimuli manager may be provided to receive andmanage the stimuli coming from stimuli sources.

In one embodiment, the MGC 304 creates a process (an emotional responseevent handler) when the MGC 304 receives notification of an emotionalresponse at a block 610. The provider of the emotional response (e.g.,EPD 400 and/or device 302) includes an emotional response period. Thisemotional response period provides the event handler with guidance ondetermining the set of stimuli that may be relevant. For example, asurprised emotion may have an emotional response period in fraction ofseconds or less than two seconds, whereas a happy emotion may have anemotional response period of possibly a minute.

The event handler queries the local storage for all stimuli that haveoccurred during the emotional response period, at a block 612. In oneembodiment, this is determined by pulling the top stimuli on the sortedlist within the requested period of time. The selected stimuli may berecorded in an internal collection, and further, the event handler mayquery the stimuli sources separately for any applicable stimuli andcreate an internal collection of stimuli.

The event handler determines at a block 614 if the emotional responsecoincides with one or more game elements or environmental stimuli. Inone embodiment, this is determined by testing for an empty collection.

The event handler attaches the stimuli to the emotional response at ablock 616. In one embodiment, the collection is associated with theemotional response, and/or the collection may be actually added to theEmotional Response.

The MGC 304 communicates with the remote game server 334, and the eventhandler posts the emotional response and attached stimuli to the remotegame server 334 at a block 618 for storage or separate processing.

The event handler runs the emotional response and stimuli through anemotional response rule engine at a block 620, and the rule engineapplies rules from the rule library (emotional profile) against theemotional response and the stimuli.

The various embodiments of rule engines described herein can be embodiedhas hardware and/or software logic of the MGC 304, the EPD 404, and/orof other components. For example, the rule engine may reside in the EGM304 or in a separate regulated component coupled to the MGC 304. Therule engine may reside device 302 or a separate associated equipmentcomponent coupled to the device 302, or coupled to the MGC 304 via aregulated and/or unregulated connection, such as serial, Ethernet, etc.In one embodiment, the rule engine may reside on a remote server (suchas the game server 334), and the emotional response and attached stimulimay sent to this remote rule engine for processing.

In response to the player's emotional responses, the rule enginedetermines at a block 622 whether to suggest game and environmentalchanges. Changing the game may include changing some characteristic ofthe EGM 302, including changing a parameter of the game and/or changingselected game graphics, including possibly re-skinning the game tographics or themes to which the player is more likely to a positiveemotional response. For example, the system may recognize that theplayer 102 is feeling that 7s are unlucky and that clovers are lucky.The rule engine can thus suggest replacing 7 symbols with cloversymbols.

The rule engine may also, for example, suggest a particular bonus gamefor the player 102 when he wins a game. One embodiment recognizes whichbonus games excites the player 102 most, and can suggest that bonusgame.

As still a further example, the rule engine can suggest a logic path orplot for the game. For instance, one embodiment understands the types ofplots that really engage the player 102, and can suggest modificationsthat bring the current play in line with the plot(s). The rule enginemay also suggest one or more particular goals that the player 102 mayfind more engaging, a different reward method for the player, adifferent level of rewards for the current set of goals, a particulargeography for the player to navigate through, increasing the skill levelrequired, and so forth.

As yet a further example, the rule engine may suggest that a nearbyplayer be awarded a prize at such a level that would generate adisruptive celebration on the part of the player playing the other game.This suggestion is based on recognition by one embodiment that theplayer 102 is motivated and excited by nearby players' winning, and cantherefore suggest award level corresponding to other players.

If the MGC 304 is providing a virtual opponent to play against theplayer 102, one embodiment of the rule engine analyzes the player'semotional responses to assist in the strategy of the virtual opponent. Atraining application may be provided to teach the player 102 how tocontrol his emotions and/or increase his skill in playing the gameagainst human players. The rule engine may assist a second player incompeting against the first, and as such provide a handicapping featurethat helps to level the playing field across all players. The suggestedlevel of assistance may be varied for each player.

In one embodiment, the rule engine may suggest making game and/orenvironmental changes to which the player 102 may have a less positive,or even negative response. In this case and situation, the rules can beprovided to help moderate the player's emotional response. One goal maybe to prevent the player 102 from being desensitized to certain stimulidue to over-exposure, and/or to de-excite the player 102 for safetyreasons, such as for example for detecting and preventing an inebriatedplayer or emotionally unstable person from become over-agitated andposing a safety risk to himself, other players, and/or employees. Therule engine may suggest dispatching an employee, such as a supervisor,manager, or security, to the player 102 for assistance. The MGC 304 ordevice 302 can communicate a message to the security system and/othercomponents of a command and control center that an employee needs toinvestigate this player 102.

In still further examples, the rule engine may suggest that the player102 move to another EGM (knowing that a friend of the player is sittingnearby), turning off or disabling the game (for example, it isrecognized that the player 102 is exhibiting the emotional responsescharacteristic of addictive gamblers and/or recognizes abnormal playhabits for the player during this session), disabling the game if it isrecognized from abnormal play habits that the player 102 is inebriated.

The rule engine may provide a plurality of suggestions for a pluralityof emotional responses/stimuli at the block 622.

If the emotional response rule engine returns with any game orenvironmental suggestions at the block 622, the event handler posts oneor more recommended changes to the MGC 304 at a block 624. The MGC 304may implement all the recommended changes at the block 624, or the MGC304 may recognize that a subset of the recommended changes violatesinternal game policy, configured operator policy, or configuredregulator policy and rejects those suggested changes. Under somecircumstances, the MGC 304 may reject all suggestions.

In one embodiment, the MGC 304 is communicating with the remote gameserver 334, and the event handler records the suggested changes to thegame and/or environment and which changes were implemented and whichwere not at a block 626. The event handler receives the emotionalresponse from the EPD 400, and the event handler posts the emotionalresponse and any attached stimuli to the associated device 302 at ablock 628. The event handler may record the emotional response, attachedstimuli, changes suggested by the rules engine, which were implement bythe MGC 304 and which were not, to the associated device 302.

The event handler cleans up the local store by purging any stale stimuliat a block 630.

In one embodiment, the operations depicted in the method 600 can beperformed by other components of the EGM 302, alternatively or inconjunction with the MGC 304. For instance, the device 302 of oneembodiment can perform the method 600 alternatively to the MGC 304.

According to various embodiments, saving the emotional responses andstimuli with the remote game server 334 and/or the player trackingsystem 336 back at the block 618 can be for the purpose of later offlineanalysis. The emotional response and attached stimuli may be stored inor associated with the player's profile, and/or saved in or associatedwith a broader set of criteria. Non-limiting examples of such criteriainclude, but are not limited to, cultural, regional, geographic, racial,nationality, accent, gender, loyalty club tier, and other personalpreferences/behaviors. Another embodiment entails storing or associatingthe emotional response/stimuli grouped based on a mixture the previouscharacteristics.

In one embodiment, the analysis of the stored information is used todevelop a model of a player's preferences and behaviors and what heresponds to emotionally. In another embodiment, the analysis is used todevelop a broader model of a group of players' preferences and behaviorsand what a more general population responds to emotionally. Theemotional responses are compared against game stimuli to understandemotional responses to certain game elements. This understanding maythen used by game and content designers to modify certain elements ofthe game in future versions of the game and/or to develop entirely newgames.

In one embodiment, a certain stimulus is not analyzed as a source of theemotional response, but rather as an enhancer. The source stimuli may beweighted appropriately against the emotional responses. In anon-limiting example, the biofeedback devices detect a player's normalemotional responses to a particular stimulus, perhaps different cocktailwaitresses. From these responses, the rule engine is able draw someconclusions over time about the type of person this player 102 isattracted to. However, when the player has consumed a certain quantityof alcohol, his emotional responses are more intense, enabling the ruleengine to draw its conclusions much faster. In another non-limitingexample, the player 102 may become emotionally charged during aparticular song, increasing his self-confidence and acceptance of risktaking. During this song, his average wager increases twofold inresponse to certain game elements, indicating an affinity to these gameelements. In another non-limiting example, the player 102 may betrending downward in intensity of emotional responses. In this case therule engine applies time on the EGM 302, overall time spent playing,and/or time of day as a de-enhancer of stimuli and uses that as adetermining factor in calculating the impact of other stimuli sources.

In one embodiment, the emotional responses may be compared against musicstimuli to understand emotional responses to the type and style of musicbeing played as background music in the facility. This understanding isthen used to select play lists to which the players will emotionalrespond more positively. The understanding may be developed on a groupof players, including a single player, for use in developing custommusic play lists for a player in that group.

In one embodiment, the emotional responses may be compared againstemployees in the general vicinity and those that interacted with theplayer to understand emotional responses to the type of employees. Theemployees that garner more positive or negative emotional responses canbe analyzed for trends. This understanding provides the operator of thecasino with data on the employee characteristics to which playersrespond more positively. Non-limiting examples of characteristics caninclude physical features (such as hair color, height, race, amount andtype of makeup, perfume worn, clothes worn, etc.), personality features(such as talkative versus business-only, loud versus quiet, smiling ornot, etc). This understanding may be used to guide hiring decisions,training programs, and cloth selection/policies.

In one embodiment, the emotional responses may be compared againstsurrounding noise stimuli to understand emotional responses to thegeneral noise of the facility. This understanding can be used to makechanges or set policies regarding sound in the facility. In anon-limiting example, the facility has the slot machine volumes set veryloud, and players are emotionally agitated by the celebration of anearby slot machine. The facility operator can thus lower the generalvolume of the machines. In another example, the volumes are set low. Thedata shows that players are emotionally charged when they catch thesound of nearby machines. In this case the facility operator increasesthe volume of the machine. In yet another non-limiting example, anengaging employee is talking over a loudspeaker attempting to generateexcitement, possibly performing a play-by-play of a game or announcingor hyping a tournament or other event. The data shows that the playersparticipating in the event respond positively to the excitement, butnearby players not participating find the noise to be disruptive. Inthis case, once the event has begun, the operator can position thespeakers so that the participants receive the intended sounds, butminimize the annoyance in other areas mostly populated bynon-participants.

In one embodiment, the emotional responses may be compared againstdigital signage stimuli to understand emotional responses to the imagesand advertisements presented to the player. This data and understandingmay be sold to third party advertisers and content developers forcreating more efficient content. The content may be modified andtailored to specific groups of players. When the player 102 is at theEGM 302, the rule engine can suggest customized content be presented tothe player 102 at the game. The understanding of the player's emotionalresponses to content can be used to customize advertisements played ontelevision channels. The televisions may be in the player's hotel rooms,and the television commercials may be customized for the player when heis watching a particular television station. This targeted advertisingbased on data collected from emotional response to stimuli can beextended to various media, including, but not limited, internetadvertising, movies and other video programming, electronic magazines,etc.

In one embodiment, the emotional responses may be compared against otherplayer proximity stimuli to understand emotional responses to otherplayers. Characteristics of players can be determined that createpositive emotional responses in other players. In a non-limitingexample, this understanding may be used to create player communities,pulling together players which have common characteristics that they areemotionally attracted to. In another non-limiting example, thisunderstanding may be combined with demographic and emotionalunderstanding to design the gaming facility, or a part of the gamingfacility, to attract players with similar tastes and characteristics,thereby assisting in the development of community among players.

In one embodiment, the rule engine may base its suggestions at least inpart on some level of randomness, provided by a random number generator.In some embodiments, the rule library in the rule engine may be staticand stored locally with the MCG 304. In some embodiments, the rulelibrary in rule engine may be dynamic and customizable based on thesituation. In another embodiment, the rule library may be updated basedon real-time knowledge learned/derived from previous calculations andemotional responses/stimuli determinations. In a non-limiting example,the conclusions about an emotional response to a particular stimulus maybe determined by comparing that player's resulting emotional response toa given stimulus against similar historical responses (by this player orothers). The rule engine then calculates an error rate and determines ifthe plurality of emotional responses indeed signify a different meaningthan originally calculated. In this manner, the rule engine performserror correction and learns the player's expression.

In one embodiment, a baseline from which to customize (e.g., learn) maybe developed by rule designers. The initial rule library is a singlelibrary or emotional profile. From that base, learned knowledge isapplied for individual players or groups of players.

The rule library may be developed for each player or group of players.The rule engine engages in a learning period, receiving and analyzingemotional responses/stimuli, but not making any game, system, orenvironmental suggestions in one embodiment. Rather the rule library maybe trained on the player's or group's emotional responses, learningtheir preferences and behaviors. Once the learning period is over, therule engine offers suggestions for that player or players in that group.In one non-limiting embodiment, the player is taken through a series ofactivities to measure his emotional responses to standardized stimuli.The activities may be the same experience for every player, and/or theexperience may be differentiated for players. The player may or may notbe aware that the system is taking him through a series of exercises inorder to learn his preferences and behaviors, perhaps introduced as away to “get to know him better,” for the purpose of developing anemotional profile for him or for a broader emotional profile. Thistraining may take place during normal game play, during a specialsession, at the game, and/or separately from the game, such as a kiosk,or dedicated training system.

In one embodiment, the customized rule library, or emotional profile, isdownloaded (e.g., to the MGC 304 or device 302) when the player 102 isidentified, or soon thereafter. In one embodiment, the player may beidentified by a player card, by biometric sensor (such as finger print,facial recognition, iris scan, etc.), by a proximity sensor (such asRFID tag on the player's person somewhere), and/or other suitableidentification technique.

In one embodiment, the remote game server can incorporate the emotionalresponse and stimuli data received from the MCG 304 at the block 618with earlier emotional response/stimuli data, and can adjust the rulesin the rule library. The updated rule library may be downloaded during asubsequent session. Further in an embodiment, the player tracking system336 can receive the emotional response/stimuli data from the device 302,performs this analysis of the data, and updates the rule library.

In one embodiment, each player has his own rule library, or emotionalprofile, as part of his player profile. The rule engine, or emotionalprofile, may be aggregated and normalized for a particular group ofplayers. Non-limiting examples include cultural, regional, geographic,racial, nationality, accent, loyalty club tier, or other personalpreferences/differences/behaviors related groupings. Another embodimententails grouping based on a mixture the previous characteristics.

The various embodiments described above can be combined to providefurther embodiments. All of the U.S. patents, U.S. patent applicationpublications, U.S. patent applications, foreign patents, foreign patentapplications and non-patent publications referred to in thisspecification and/or listed in the Application Data Sheet, areincorporated herein by reference, in their entirety. Aspects of theembodiments can be modified, if necessary to employ concepts of thevarious patents, applications and publications to provide yet furtherembodiments.

For example, the embodiments described above have provided certainsuggested actions to undertake based on the biofeedback and/orenvironmental feedback. Other examples of suggested courses of actioncan include, but not be limited to, the following:

-   -   awarding, or increasing the player's odds of his being awarded,        a secondary, non-wagering marketing prize, for instance if it is        recognized that the player 102 is having bad luck and getting        frustrated, and a well-timed prize would assist the player 102        emotionally;    -   playing a particular set of songs for the player 102 to listen        to during the game, for instance if it is recognized which songs        the player 102 emotionally responds to. An embodiment can        identify common elements in a set of songs and suggest that the        songs be added to the player's music play list and/or rotation;    -   provide the player 102 with some other casino offer, such as a        free play, free or discounted ticket to the buffet, free or        discounted nights stay, free or discounted drink, coupon for        shopping, etc.;    -   have the bar offer the player 102 his favorite drink, such as if        it is recognized that the player 102 is not as excited as he        could be, and in fact seems a bit sedate. By knowing the        player's favorite drink, one embodiment can suggest that the        player 102 be proactively offered his favorite drink;    -   if the player has ordered a drink, one embodiment can dispatch a        red-headed waitress to serve the drink, if it is recognized that        the player 102 is emotionally attracted to red-headed women;    -   if the player 102 has ordered a drink, the rule engine may        decline and reject the player's order, such as if it is detected        that the player 102 is inebriated and getting agitated. The rule        engine may suggest dispatching an employee (such as a        supervisor, manager, or security) to the player 102 for        assistance;    -   suggest which advertisements will be most effective for the        player 102, such as if the personal preference of the player        (e.g., slap stick funny, attractive models, etc) or which        products the player responds to are recognized;    -   provide stimulating changes based on the player 102 becoming        tired, such as if it recognized through biofeedback that the        player 102 is tired as a result of time spent on the EGM 302,        total time spent playing in the last 24 hours, time of day, etc.        The rule engine may suggest providing the player with a        stimulating drink (e.g., coffee or a caffeinated soda);    -   and so forth.

These and other changes can be made to the embodiments in light of theabove-detailed description. In general, in the following claims, theterms used should not be construed to limit the claims to the specificembodiments disclosed in the specification and the claims, but should beconstrued to include all possible embodiments along with the full scopeof equivalents to which such claims are entitled. Accordingly, theclaims are not limited by the disclosure.

1. A method for a gaming device located in an environment, the methodcomprising: obtaining biofeedback that represents at least one biometriccharacteristic of a player of said gaming device; obtainingenvironmental feedback that represents at least one stimulus present insaid environment; processing both of said obtained biofeedback and saidobtained environmental feedback to determine an emotional response ofsaid player; associating the determined emotional response of saidplayer with an event occurrence on the gaming device and the at leastone stimulus; and responsive to the association of the determinedemotional response of said player with the event occurrence on thegaming device and the at least one stimulus, suggesting an action toundertake that is directed towards said player.
 2. The method of claim 1wherein said gaming device includes an electronic gaming machine (EGM).3. The method of claim 1 wherein suggesting said action to undertakeincludes suggesting a change in a parameter of said gaming device. 4.The method of claim 1 wherein suggesting said action to undertakeincludes suggesting a change in a characteristic of said environment. 5.The method of claim 1 wherein said obtaining environmental feedback thatrepresents at least one stimulus present in said environment includesdetermining one or more of, in said environment: noise, music,temperature, smell, people in proximity to said player, advertisements,air temperature and quality, time of day, time spent on said gamingdevice, and visual and audible output of said gaming device.
 6. Themethod of claim 1 wherein said obtaining biofeedback includes one ormore of determining a galvanic skin response (GSR) of said player,electrodermal response (EDR) of said player, electromyogram (EMG)response to detect muscle tension of said player, andelectroencephalogram (EEG) of said player.
 7. The method of claim 1wherein said obtaining biofeedback includes using a human expressionrecognition (HER) technique to obtain a plurality of images of differentbody portions of said player and to determine said emotional responsefrom said images of different body portions.
 8. The method of claim 1wherein said obtaining biofeedback includes determining an alcoholconsumption of said player using a near-infrared absorption spectroscopytechnique.
 9. The method of claim 1, further comprising storing saidobtained biofeedback and environmental feedback, wherein said processingincludes processing said stored biofeedback and environmental feedbackto determine said emotional response based on a historical trend, andwherein said action is suggested if said emotional response isdetermined to be consistent during said historical trend.
 10. The methodof claim 1, further comprising using said emotional response determinedfrom both said obtained biofeedback and said environmental feedback todetermine a design change in said gaming device or to develop a newgaming device.
 11. The method of claim 1, further comprising performingtraining using said emotional response to learn behavior and preferencesof said player.
 12. The method of claim 1, further comprising:determining whether said obtained biofeedback and said environmentalfeedback have become stale; and repeating said obtaining biofeedback andenvironmental feedback to determine an updated emotional expression, ifsaid obtained biofeedback and said environmental feedback are determinedto have become stale.
 13. The method of claim 1, further comprising:aggregating emotional responses and their matching biofeedback andenvironmental feedback for a plurality of players; and generating aprofile associated with at least some of said players based on saidaggregated emotional responses and their matching biofeedback andenvironmental feedback.
 14. A system for a gaming environment, thesystem comprising: an electronic gaming machine (EGM) present in saidgaming environment; at least one biofeedback subsystem coupled to saidEGM, and adapted to obtain biofeedback that represents at least onebiometric characteristic of a player of said EGM; at least oneenvironmental feedback subsystem present in said gaming environment, andadapted to obtain environmental feedback that represents at least onestimulus present in said environment; an emotional processing devicecoupled to said biofeedback and environmental feedback subsystems, andadapted to process both of said obtained biofeedback and said obtainedenvironmental feedback to determine an emotional response of saidplayer; and a component coupled to said emotional processing device andto said EGM to associate the determined emotional response of saidplayer with an event occurrence on the gaming device and the at leastone stimulus, and responsive to the association of the determinedemotional response of said player with the event occurrence on thegaming device and the at least one stimulus, to suggest an action toundertake that is directed towards said player.
 15. The system of claim14 wherein said biofeedback subsystem includes an alcohol detectiondevice adapted to determine an alcohol consumption of said player usinga near-infrared absorption spectroscopy technique.
 16. The system ofclaim 14 wherein said component includes a controller of said EGM thatis adapted to change, based on said determined emotional response, aparameter of said EGM.
 17. The system of claim 14 wherein said componentincludes a game server coupled to said EGM that is adapted to instruct achange, based on said determined emotional response, a parameter of saidEGM and a characteristic of said environment.
 18. The system of claim 14wherein said biofeedback subsystem includes a human expressionrecognition subsystem adapted to obtain a plurality of images ofdifferent body portions of said player and to determine said emotionalresponse from said images of different body portions.
 19. The system ofclaim 14 wherein said environmental feedback subsystem includes anenvironment stimulus processor coupled to at least one sensor adapted todetect said at least one stimulus.
 20. The system of claim 14, furthercomprising a storage unit coupled to said biofeedback and environmentalfeedback subsystems and to said emotional processing device, and adaptedto store historical biofeedback and environmental feedback informationand matching emotional responses that are accessible by said componentto determine said emotional response based on said historicalinformation and matching emotional responses, wherein component isadapted to suggest said action to undertake if said emotional responseis determined to be consistent during said historical trend.
 21. Thesystem of claim 14 wherein said emotional processing device is furtheradapted to perform training using said emotional response to learnbehavior and preferences of said player.
 22. The system of claim 14wherein said emotional processing device is further adapted to determinewhether said obtained biofeedback and said environmental feedback havebecome stale, and if determined to have become stale, is further adaptedto respectively obtain new biofeedback and new environmental feedbackfrom said biofeedback subsystem and said environmental feedbacksubsystem.
 23. The system of claim 14, further comprising: means foraggregating emotional responses and their matching biofeedback andenvironmental feedback for a plurality of players; and means forgenerating a profile associated with at least some of said players basedon said aggregated emotional responses and their matching biofeedbackand environmental feedback.
 24. An article of manufacture, comprising: anon-transitory, computer-readable medium having computer-readableinstructions stored thereon that are executable by a processor toundertake an action in an environment having an electronic gamingmachine (EGM) based on an emotional response of a player of said EGM,by: obtaining biofeedback that represents at least one biometriccharacteristic of a player of said gaming device; obtainingenvironmental feedback that represents at least one stimulus present insaid environment; determining said emotional response of said playerfrom both of said obtained biofeedback and said obtained environmentalfeedback; associating the determined emotional response of said playerwith an event occurrence on the gaming device and the at least onestimulus; and responsive to the association of the determined emotionalresponse of said player with the event occurrence on the gaming deviceand the at least one stimulus, suggesting an action to undertake that isdirected towards said player.
 25. The article of manufacture of claim 24wherein to obtain biofeedback that represents at least one biometriccharacteristic of said player, said computer-readable medium includescomputer-readable instructions stored thereon that are executable bysaid processor to undertake said action, by: determining an alcoholconsumption of said player using a near-infrared absorption spectroscopytechnique.
 26. The article of manufacture of claim 24 wherein to obtainbiofeedback that represents at least one biometric characteristic ofsaid player, said computer-readable medium includes computer-readableinstructions stored thereon that are executable by said processor toundertake said action, by: using a human expression recognition (HER)technique to obtain a plurality of images of different body portions ofsaid player and to determine said emotional response from said images ofdifferent body portions.
 27. The article of manufacture of claim 24wherein to obtain biofeedback that represents at least one biometriccharacteristic of said player, said computer-readable medium includescomputer-readable instructions stored thereon that are executable bysaid processor to undertake said action, by: one or more of determininga galvanic skin response (GSR) of said player, electrodermal response(EDR) of said player, electromyogram (EMG) response to detect muscletension of said player, and electroencephalogram (EEG) of said player.28. The article of manufacture of claim 24 wherein saidcomputer-readable medium further includes computer-readable instructionsstored thereon that are executable by said processor to undertake saidaction, by: storing said obtained biofeedback and environmentalfeedback, wherein said processing includes processing said storedbiofeedback and environmental feedback to determine said emotionalresponse based on a historical trend, and wherein said action issuggested if said emotional response is determined to be consistentduring said historical trend.
 29. The article of manufacture of claim 24wherein said computer-readable medium further includes computer-readableinstructions stored thereon that are executable by said processor toundertake said action, by: performing training using said emotionalresponse to learn behavior and preferences of said player.
 30. Thearticle of manufacture of claim 24 wherein said computer-readable mediumfurther includes computer-readable instructions stored thereon that areexecutable by said processor to undertake said action, by: determiningwhether said obtained biofeedback and said environmental feedback havebecome stale; and repeating said obtaining biofeedback and environmentalfeedback to determine an updated emotional expression, if said obtainedbiofeedback and said environmental feedback are determined to havebecome stale.
 31. A gaming apparatus, comprising: at least onebiofeedback sensor adapted to provide biofeedback information thatrepresents at least one biometric characteristic of a player; at leastone environmental sensor adapted to provide environmental feedbackinformation that represents at least one stimulus present in asurrounding environment; an emotional processing device coupled to saidbiofeedback and environmental sensors, and adapted to process both ofsaid provided biofeedback and said provided environmental feedbackinformation to determine an emotional response of said player; and acomponent coupled to said emotional processing device and to said EGM toassociate the determined emotional response of said player with an eventoccurrence on the gaming device and the at least one stimulus, andresponsive to the association of the determined emotional response ofsaid player with the event occurrence on the gaming device and the atleast one stimulus, to change either or both a game parameter or anenvironmental parameter.
 32. The apparatus of claim 31 wherein said gameparameter includes any one or more of an adjustable: volume, lightintensity, skin, prize, difficulty, activation, game speed, color,theme, game type, wager amount, path and level, and required number ofplayers.
 33. The apparatus of claim 31 wherein said environmentalparameter includes any one or more of: temperature, lighting, noiselevel, music selection, number of nearby persons, displayedadvertisement content, and air quality.
 34. The apparatus of claim 31wherein said at least one biofeedback sensor includes an alcoholdetection device adapted to determine an alcohol consumption of saidplayer using a near-infrared absorption spectroscopy technique.
 35. Theapparatus of claim 31 wherein said at least one biofeedback sensorincludes any one or more of: a galvanic skin response (GSR) sensor,electrodermal response (EDR) sensor, electromyogram (EMG) responsesensor to detect muscle tension of said player, and electroencephalogram(EEG) sensor.
 36. The apparatus of claim 31 wherein said at least onebiofeedback sensor includes: at least one camera adapted to obtain aplurality of images of different body portions of said player; and ahuman expression recognition (HER) engine coupled to said at least onecamera and adapted to determine said emotional response from said imagesof different body portions.
 37. The apparatus of claim 31 wherein saidcomponent includes a controller coupled to visual and audio outputs, andadapted to adjust said outputs in response to said determined emotionalresponse.
 38. The apparatus of claim 31 wherein said at least oneenvironmental sensor includes any one or more of: a camera, amicrophone, and a proximity sensor.
 39. The apparatus of claim 31wherein said emotional processing device is further adapted to performtraining using said emotional response to learn behavior and preferencesof said player, and is further adapted to determine whether saidobtained biofeedback and said environmental feedback have become stale,and if determined to have become stale, is further adapted torespectively obtain new biofeedback and new environmental feedback fromsaid biofeedback sensor and said environmental sensor.
 40. A method forinfluencing the emotional response of a player of a game, the methodcomprising: obtaining biofeedback that represents at least one biometriccharacteristic of said player; obtaining environmental feedback thatrepresents at least one stimulus present in an environment where saidplayer is playing said game; processing both of said obtainedbiofeedback and said obtained environmental feedback to determine anemotional response of said player; associating the determined emotionalresponse of said player with an event occurrence on the gaming deviceand the at least one stimulus; and responsive to the association of thedetermined emotional response of said player with the event occurrenceon the gaming device and the at least one stimulus, suggesting an actionto undertake that is directed towards said player.
 41. The method ofclaim 40 wherein said game includes one of: a game played on anelectronic gaming machine (EGM) by said player, a physical game thatdoes not include computer-controlled elements, a game that includes awager, or a non-wagering game.
 42. The method of claim 40 wherein saidobtaining biofeedback includes determining an alcohol consumption ofsaid player using a near-infrared absorption spectroscopy technique. 43.The method of claim 40 wherein said obtaining biofeedback andenvironmental feedback includes using a plurality of sensors remote fromsaid player to obtain said biofeedback and environmental feedback. 44.The method of claim 40 wherein said obtaining biofeedback includesobtaining pupil and iris behavior and eye movement of said player toidentify a particular stimulus that caused said pupil and iris behaviorand eye movement.